You must be logged in to post messages.
Please login or register

Scenario Design Discussions
Moderated by GoSailing

Hop to:    
Welcome! You are not logged in. Please Login or Register.8 replies
Empires Heaven » Forums » Scenario Design Discussions » Richard's Quest 2 - The Iberian Crusades
Bottom
Topic Subject:Richard's Quest 2 - The Iberian Crusades
Talknight2
Member
posted 02-23-09 02:56 PM EDT (US)         
I have long ago started, and reccently continued, the sequel to Richard's Quest.

This scenario takes place after Richard has been crowned king of England, and is heading out on a Crusade, but is stopped short at Portugal when asked to help with the Reconquista.
Naturally this is not a historical scenario, but this time it's inspired by historical events.

Once more you take command of Richard the Lionheart and his 3 aides, riding around the countryside recruiting men for your army, doing some side-quests for local lords, routing bandit groups, etc.

In this sequel your going to see bigger battles with more civilizations involved, aswell as explore a bigger (hopefully even prettier) map. I already mentioned you're also going to have side-quests.
I'll also try to remember to add diffculty levels.
I've removed the B&D elements and will concentrate on Fixed Force and a hint of RPG probably.

Anyhow, one of my eye-candy projects for this map has grounded to a halt, and I've no idea how to solve it.
Anyone has the slightest clue how to keep your CITIZENS from rotting off?
Of course I could just give up on them, but destroyed villages look much better with a bunch of dead people lying in the smoldering ruins, won't you agree?

Administrator of the Empire Creations design team.
Check out our website: www.freewebs.com/empirecreationsteam/
We're looking for fresh talent. If you can design, join us and prosper!
AuthorReplies:
Rotaretilbo
Member
(id: Brandon Rebuga)
posted 02-23-09 04:27 PM EDT (US)     1 / 8       
I believe if you assign the citizens a unit of food, they won't rot.

"Also, I'm no clearer on what WIFOM is really, although I gather it's something to do with Thymole being gay..." -Sassenach
"I don't lie in my claims and I don't intend to." -WeeMicky
"OH MY GOD A DINOSAUR" -Peter Fallon
CptIronMike
Member
posted 02-23-09 07:35 PM EDT (US)     2 / 8       
Have you tried given you're citizens iron? That's a resource that isn't used in the actual game. However, I know for a fact that food, wood, gold or stone won't work because then the game just assumes that your cit. was gathering something before he died.

Btw, I am sad to see that you're eliminating your B&D elements of the campaign :-(

I haven't seen a good user-generated B&D mission in a while (shameless foreshadowing for part of my upcoming campaign ), but I respect your decision nevertheless. Good luck and I look forward to downloading your campaign soon!
Rotaretilbo
Member
(id: Brandon Rebuga)
posted 02-23-09 08:21 PM EDT (US)     3 / 8       
Ah, yes, I forgot that citizens gather resources, so the food trick won't work. Well, if iron doesn't work, you can always loop a trigger to increase their corpse rot time. I believe it is a class attribute.

"Also, I'm no clearer on what WIFOM is really, although I gather it's something to do with Thymole being gay..." -Sassenach
"I don't lie in my claims and I don't intend to." -WeeMicky
"OH MY GOD A DINOSAUR" -Peter Fallon
Talknight2
Member
posted 02-25-09 10:31 AM EDT (US)     4 / 8       
I gave them both food and 9999999% increase in rotting time but neithe worked.
I'll give the Iron a go then.


EDIT:

Didn't work.

Administrator of the Empire Creations design team.
Check out our website: www.freewebs.com/empirecreationsteam/
We're looking for fresh talent. If you can design, join us and prosper!

[This message has been edited by Talknight2 (edited 02-25-2009 @ 10:38 AM).]

jocamar
Member
posted 02-25-09 04:01 PM EDT (US)     5 / 8       
You need to make an object:
All villagers
State Rotting

Then you make a trigger:
When Object 1 exists Object 1 rotting time remaining increase by 99999999. And then loop it.
Talknight2
Member
posted 02-27-09 03:53 PM EDT (US)     6 / 8       
I'll try that.

Administrator of the Empire Creations design team.
Check out our website: www.freewebs.com/empirecreationsteam/
We're looking for fresh talent. If you can design, join us and prosper!
Talknight2
Member
posted 03-01-09 10:27 AM EDT (US)     7 / 8       
Thanks jocamar.
Worked like a charm.

Now I can continue trying to figure out how to fill empty space without making the map lag of forest overloads.
Ideas anyone?

Administrator of the Empire Creations design team.
Check out our website: www.freewebs.com/empirecreationsteam/
We're looking for fresh talent. If you can design, join us and prosper!
CptIronMike
Member
posted 03-01-09 12:56 PM EDT (US)     8 / 8       
You really have couple options here:

You could make some small villages/hamlets consisting of a handful of "hovels" and "cottages" from the Lionheart campaigns. A handful of burned buildings will add to realism a bit, since banditry will apparently be an issue in this campaign.

You could make a small river/stream that is at -1 elevation so that land units can pass over it, but as you might already know, this can severely effect any cliffs that you've already made.

You might want to make a "vineyard" out of rows of berry bushes, with some peasants harvesting "grapes"

You could make a herder herding some sheep.

A church here and there wouldn't look out of place.

Rolling hills and cliffs also tend to work out well.

Hope you find these suggestions helpful.
You must be logged in to post messages.
Please login or register

Hop to:    

Empires Heaven | HeavenGames